From 926894f8f52c2a5cf104fcac2f7f34b637f7b531 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 7 Oct 2017 22:11:12 -0400 Subject: move mod build config files into subfolder --- LICENSE.txt | 8 - README.md | 125 ---------- assets/nuget-icon.pdn | Bin 7401 -> 0 bytes assets/nuget-icon.png | Bin 5054 -> 0 bytes build/smapi.targets | 273 --------------------- package.nuspec | 22 -- release-notes.md | 31 --- src/StardewModdingAPI.ModBuildConfig/README.md | 121 +++++++++ .../assets/nuget-icon.pdn | Bin 0 -> 7401 bytes .../assets/nuget-icon.png | Bin 0 -> 5054 bytes .../build/smapi.targets | 273 +++++++++++++++++++++ .../package.nuspec | 22 ++ .../release-notes.md | 28 +++ 13 files changed, 444 insertions(+), 459 deletions(-) delete mode 100644 LICENSE.txt delete mode 100644 assets/nuget-icon.pdn delete mode 100644 assets/nuget-icon.png delete mode 100644 build/smapi.targets delete mode 100644 package.nuspec create mode 100644 src/StardewModdingAPI.ModBuildConfig/README.md create mode 100644 src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.pdn create mode 100644 src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.png create mode 100644 src/StardewModdingAPI.ModBuildConfig/build/smapi.targets create mode 100644 src/StardewModdingAPI.ModBuildConfig/package.nuspec create mode 100644 src/StardewModdingAPI.ModBuildConfig/release-notes.md diff --git a/LICENSE.txt b/LICENSE.txt deleted file mode 100644 index 6463a584..00000000 --- a/LICENSE.txt +++ /dev/null @@ -1,8 +0,0 @@ -The MIT License (MIT) -Copyright Pathoschild and other contributors - -Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. \ No newline at end of file diff --git a/README.md b/README.md index 259e7d69..01dd77ce 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,3 @@ -<<<<<<< HEAD ![](docs/imgs/SMAPI.png) ## Contents @@ -178,127 +177,3 @@ SMAPI uses a small number of conditional compilation constants, which you can se flag | purpose ---- | ------- `SMAPI_FOR_WINDOWS` | Indicates that SMAPI is being compiled on Windows for players on Windows. Set automatically in `crossplatform.targets`. - -======= -**Stardew.ModBuildConfig** is an open-source NuGet package which automates the build configuration -for [Stardew Valley](http://stardewvalley.net/) [SMAPI](https://github.com/Pathoschild/SMAPI) mods. - -The package... - -* lets you write your mod once, and compile it on any computer. It detects the current platform - (Linux, Mac, or Windows) and game install path, and injects the right references automatically. -* configures Visual Studio so you can debug into the mod code when the game is running (_Windows - only_). -* packages the mod automatically into the game's mod folder when you build the code (_optional_). - -## Contents -* [Install](#install) -* [Simplify mod development](#simplify-mod-development) -* [Troubleshoot](#troubleshoot) -* [Versions](#versions) - -## Install -**When creating a new mod:** - -1. Create an empty library project. -2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig). -3. [Write your code](http://canimod.com/guides/creating-a-smapi-mod). -4. Compile on any platform. - -**When migrating an existing mod:** - -1. Remove any project references to `Microsoft.Xna.*`, `MonoGame`, Stardew Valley, - `StardewModdingAPI`, and `xTile`. -2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig). -3. Compile on any platform. - -## Simplify mod development -### Package your mod into the game folder automatically -You can copy your mod files into the `Mods` folder automatically each time you build, so you don't -need to do it manually: - -1. Edit your mod's `.csproj` file. -2. Add this block above the first `` line: - - ```xml - $(MSBuildProjectName) - ``` - -That's it! Each time you build, the files in `\Mods\` will be updated with -your `manifest.json`, build output, and any `i18n` files. - -Notes: -* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123). -* To customise the folder name, just replace `$(MSBuildProjectName)` with the folder name you want. -* If your project references another mod, make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx). - -### Debug into the mod code (Windows-only) -Stepping into your mod code when the game is running is straightforward, since this package injects -the configuration automatically. To do it: - -1. [Package your mod into the game folder automatically](#package-your-mod-into-the-game-folder-automatically). -2. Launch the project with debugging in Visual Studio or MonoDevelop. - -This will deploy your mod files into the game folder, launch SMAPI, and attach a debugger -automatically. Now you can step through your code, set breakpoints, etc. - -### Create release zips automatically (Windows-only) -You can create the mod package automatically when you build: - -1. Edit your mod's `.csproj` file. -2. Add this block above the first `` line: - - ```xml - $(SolutionDir)\_releases - ``` - -That's it! Each time you build, the mod files will be zipped into `_releases\.zip`. (You -can change the value to save the zips somewhere else.) - -## Troubleshoot -### "Failed to find the game install path" -That error means the package couldn't figure out where the game is installed. You need to specify -the game location yourself. There's two ways to do that: - -* **Option 1: set the path globally.** - _This will apply to every project that uses version 1.5+ of package._ - - 1. Get the full folder path containing the Stardew Valley executable. - 2. Create this file path: - - platform | path - --------- | ---- - Linux/Mac | `~/stardewvalley.targets` - Windows | `%USERPROFILE%\stardewvalley.targets` - - 3. Save the file with this content: - - ```xml - - - PATH_HERE - - - ``` - - 4. Replace `PATH_HERE` with your custom game install path. - -* **Option 2: set the path in the project file.** - _(You'll need to do it for every project that uses the package.)_ - 1. Get the folder path containing the Stardew Valley `.exe` file. - 2. Add this to your `.csproj` file under the ` - PATH_HERE - - ``` - - 3. Replace `PATH_HERE` with your custom game install path. - -The configuration will check your custom path first, then fall back to the default paths (so it'll -still compile on a different computer). - -## Versions -See [release notes](release-notes.md). ->>>>>>> mod-build-config/develop diff --git a/assets/nuget-icon.pdn b/assets/nuget-icon.pdn deleted file mode 100644 index 7bd5c0c5..00000000 Binary files a/assets/nuget-icon.pdn and /dev/null differ diff --git a/assets/nuget-icon.png b/assets/nuget-icon.png deleted file mode 100644 index 611cdf88..00000000 Binary files a/assets/nuget-icon.png and /dev/null differ diff --git a/build/smapi.targets b/build/smapi.targets deleted file mode 100644 index a1b6aab3..00000000 --- a/build/smapi.targets +++ /dev/null @@ -1,273 +0,0 @@ - - - - - - - - - - - - - - - A build task which packs mod files into a conventional release zip. - public class CreateModReleaseZip : Task, ITask - { - /********* - ** Accessors - *********/ - /// The mod files to pack. - public ITaskItem[] Files { get; set; } - - /// The name of the mod. - public string ModName { get; set; } - - /// The absolute or relative path to the folder which should contain the generated zip file. - public string OutputFolderPath { get; set; } - - - /********* - ** Public methods - *********/ - public override bool Execute() - { - try - { - // create output path if needed - Directory.CreateDirectory(OutputFolderPath); - - // get zip filename - string fileName = string.Format("{0}-{1}.zip", this.ModName, this.GetManifestVersion()); - - // clear old zip file if present - string zipPath = Path.Combine(OutputFolderPath, fileName); - if (File.Exists(zipPath)) - File.Delete(zipPath); - - // create zip file - using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write)) - using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create)) - { - foreach (ITaskItem file in Files) - { - // get file info - string filePath = file.ItemSpec; - string entryName = ModName + '/' + file.GetMetadata("RecursiveDir") + file.GetMetadata("Filename") + file.GetMetadata("Extension"); - if (new FileInfo(filePath).Directory.Name.Equals("i18n", StringComparison.InvariantCultureIgnoreCase)) - entryName = Path.Combine("i18n", entryName); - - // add to zip - using (Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read)) - using (Stream fileStreamInZip = archive.CreateEntry(entryName).Open()) - { - fileStream.CopyTo(fileStreamInZip); - } - } - } - - return true; - } - catch (Exception ex) - { - Log.LogErrorFromException(ex); - return false; - } - } - - /// Get a semantic version from the mod manifest (if available). - public string GetManifestVersion() - { - // Get the file JSON string - string json = ""; - foreach(ITaskItem file in Files) - { - if(Path.GetFileName(file.ItemSpec).ToLower() != "manifest.json") - continue; - json = File.ReadAllText(file.ItemSpec); - break; - } - - // Serialize the manifest json into a data object, then get a version object from that. - IDictionary data = (IDictionary)new JavaScriptSerializer().DeserializeObject(json); - IDictionary version = (IDictionary)data["Version"]; - - // Store our version numbers for ease of use - int major = (int)version["MajorVersion"]; - int minor = (int)version["MinorVersion"]; - int patch = (int)version["PatchVersion"]; - - return String.Format("{0}.{1}.{2}", major, minor, patch); - } - } - ]]> - - - - - - - - - - - - - - - - $(HOME)/GOG Games/Stardew Valley/game - $(HOME)/.local/share/Steam/steamapps/common/Stardew Valley - - - /Applications/Stardew Valley.app/Contents/MacOS - $(HOME)/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS - - - - - C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley - C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley - $([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\GOG.com\Games\1453375253', 'PATH', null, RegistryView.Registry32)) - $([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150', 'InstallLocation', null, RegistryView.Registry64, RegistryView.Registry32)) - - - - - - - - - - - - false - - - false - - - false - - - false - - - $(GamePath)\Stardew Valley.exe - false - - - $(GamePath)\StardewModdingAPI.exe - false - - - $(GamePath)\xTile.dll - false - False - - - - - - Program - $(GamePath)\StardewModdingAPI.exe - $(GamePath) - - - - - - - $(GamePath)\MonoGame.Framework.dll - false - False - - - $(GamePath)\StardewValley.exe - false - - - $(GamePath)\StardewModdingAPI.exe - false - - - $(GamePath)\xTile.dll - false - - - - - - - - - - - - - - - - - - - - - - - - $(GamePath)\Mods\$(DeployModFolderName) - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/package.nuspec b/package.nuspec deleted file mode 100644 index b8e96481..00000000 --- a/package.nuspec +++ /dev/null @@ -1,22 +0,0 @@ - - - - Pathoschild.Stardew.ModBuildConfig - 1.7.1 - MSBuild config for Stardew Valley mods - Pathoschild - Pathoschild - false - https://github.com/Pathoschild/Stardew.ModBuildConfig/blob/1.7.1/LICENSE.txt - https://github.com/Pathoschild/Stardew.ModBuildConfig#readme - https://raw.githubusercontent.com/Pathoschild/Stardew.ModBuildConfig/1.7.1/assets/nuget-icon.png - Automates the build configuration for crossplatform Stardew Valley SMAPI mods. - - 1.7 added an option to create release zips on build and added a reference to XNA's XACT library for audio-related mods. - 1.7.1 fixed an issue where i18n folders were flattened, and ensures that the manifest/i18n files in the project take precedence over those in the build output if both are present. - - - - - - diff --git a/release-notes.md b/release-notes.md index d6483330..5b102df3 100644 --- a/release-notes.md +++ b/release-notes.md @@ -1,4 +1,3 @@ -<<<<<<< HEAD # Release notes ## 2.0 (upcoming) @@ -470,33 +469,3 @@ For SMAPI developers: * 0.3 (2016-03-01, [log](https://github.com/Pathoschild/SMAPI/compare/Alpha0.2...0.3)) * 0.2 (2016-02-29, [log](https://github.com/Pathoschild/SMAPI/compare/Alpha0.1...Alpha0.2) * 0.1 (2016-02-28) -======= -## Release notes -### 1.6 -* Added support for deploying mod files into `Mods` automatically. -* Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI. - -### 1.5 -* Added support for setting a custom game path globally. -* Added default GOG path on Mac. - -### 1.4 -* Fixed detection of non-default game paths on 32-bit Windows. -* Removed support for SilVerPLuM (discontinued). -* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms mods automatically). - -### 1.3 -* Added support for non-default game paths on Windows. - -### 1.2 -* Exclude game binaries from mod build output. - -### 1.1 -* Added support for overriding the target platform. - -### 1.0 -* Initial release. -* Added support for detecting the game path automatically. -* Added support for injecting XNA/MonoGame references automatically based on the OS. -* Added support for mod builders like SilVerPLuM. ->>>>>>> mod-build-config/develop diff --git a/src/StardewModdingAPI.ModBuildConfig/README.md b/src/StardewModdingAPI.ModBuildConfig/README.md new file mode 100644 index 00000000..c261e705 --- /dev/null +++ b/src/StardewModdingAPI.ModBuildConfig/README.md @@ -0,0 +1,121 @@ +**Stardew.ModBuildConfig** is an open-source NuGet package which automates the build configuration +for [Stardew Valley](http://stardewvalley.net/) [SMAPI](https://github.com/Pathoschild/SMAPI) mods. + +The package... + +* lets you write your mod once, and compile it on any computer. It detects the current platform + (Linux, Mac, or Windows) and game install path, and injects the right references automatically. +* configures Visual Studio so you can debug into the mod code when the game is running (_Windows + only_). +* packages the mod automatically into the game's mod folder when you build the code (_optional_). + +## Contents +* [Install](#install) +* [Simplify mod development](#simplify-mod-development) +* [Troubleshoot](#troubleshoot) +* [Versions](#versions) + +## Install +**When creating a new mod:** + +1. Create an empty library project. +2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig). +3. [Write your code](http://canimod.com/guides/creating-a-smapi-mod). +4. Compile on any platform. + +**When migrating an existing mod:** + +1. Remove any project references to `Microsoft.Xna.*`, `MonoGame`, Stardew Valley, + `StardewModdingAPI`, and `xTile`. +2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig). +3. Compile on any platform. + +## Simplify mod development +### Package your mod into the game folder automatically +You can copy your mod files into the `Mods` folder automatically each time you build, so you don't +need to do it manually: + +1. Edit your mod's `.csproj` file. +2. Add this block above the first `` line: + + ```xml + $(MSBuildProjectName) + ``` + +That's it! Each time you build, the files in `\Mods\` will be updated with +your `manifest.json`, build output, and any `i18n` files. + +Notes: +* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123). +* To customise the folder name, just replace `$(MSBuildProjectName)` with the folder name you want. +* If your project references another mod, make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx). + +### Debug into the mod code (Windows-only) +Stepping into your mod code when the game is running is straightforward, since this package injects +the configuration automatically. To do it: + +1. [Package your mod into the game folder automatically](#package-your-mod-into-the-game-folder-automatically). +2. Launch the project with debugging in Visual Studio or MonoDevelop. + +This will deploy your mod files into the game folder, launch SMAPI, and attach a debugger +automatically. Now you can step through your code, set breakpoints, etc. + +### Create release zips automatically (Windows-only) +You can create the mod package automatically when you build: + +1. Edit your mod's `.csproj` file. +2. Add this block above the first `` line: + + ```xml + $(SolutionDir)\_releases + ``` + +That's it! Each time you build, the mod files will be zipped into `_releases\.zip`. (You +can change the value to save the zips somewhere else.) + +## Troubleshoot +### "Failed to find the game install path" +That error means the package couldn't figure out where the game is installed. You need to specify +the game location yourself. There's two ways to do that: + +* **Option 1: set the path globally.** + _This will apply to every project that uses version 1.5+ of package._ + + 1. Get the full folder path containing the Stardew Valley executable. + 2. Create this file path: + + platform | path + --------- | ---- + Linux/Mac | `~/stardewvalley.targets` + Windows | `%USERPROFILE%\stardewvalley.targets` + + 3. Save the file with this content: + + ```xml + + + PATH_HERE + + + ``` + + 4. Replace `PATH_HERE` with your custom game install path. + +* **Option 2: set the path in the project file.** + _(You'll need to do it for every project that uses the package.)_ + 1. Get the folder path containing the Stardew Valley `.exe` file. + 2. Add this to your `.csproj` file under the ` + PATH_HERE + + ``` + + 3. Replace `PATH_HERE` with your custom game install path. + +The configuration will check your custom path first, then fall back to the default paths (so it'll +still compile on a different computer). + +## Versions +See [release notes](release-notes.md). diff --git a/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.pdn b/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.pdn new file mode 100644 index 00000000..7bd5c0c5 Binary files /dev/null and b/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.pdn differ diff --git a/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.png b/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.png new file mode 100644 index 00000000..611cdf88 Binary files /dev/null and b/src/StardewModdingAPI.ModBuildConfig/assets/nuget-icon.png differ diff --git a/src/StardewModdingAPI.ModBuildConfig/build/smapi.targets b/src/StardewModdingAPI.ModBuildConfig/build/smapi.targets new file mode 100644 index 00000000..a1b6aab3 --- /dev/null +++ b/src/StardewModdingAPI.ModBuildConfig/build/smapi.targets @@ -0,0 +1,273 @@ + + + + + + + + + + + + + + + A build task which packs mod files into a conventional release zip. + public class CreateModReleaseZip : Task, ITask + { + /********* + ** Accessors + *********/ + /// The mod files to pack. + public ITaskItem[] Files { get; set; } + + /// The name of the mod. + public string ModName { get; set; } + + /// The absolute or relative path to the folder which should contain the generated zip file. + public string OutputFolderPath { get; set; } + + + /********* + ** Public methods + *********/ + public override bool Execute() + { + try + { + // create output path if needed + Directory.CreateDirectory(OutputFolderPath); + + // get zip filename + string fileName = string.Format("{0}-{1}.zip", this.ModName, this.GetManifestVersion()); + + // clear old zip file if present + string zipPath = Path.Combine(OutputFolderPath, fileName); + if (File.Exists(zipPath)) + File.Delete(zipPath); + + // create zip file + using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write)) + using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create)) + { + foreach (ITaskItem file in Files) + { + // get file info + string filePath = file.ItemSpec; + string entryName = ModName + '/' + file.GetMetadata("RecursiveDir") + file.GetMetadata("Filename") + file.GetMetadata("Extension"); + if (new FileInfo(filePath).Directory.Name.Equals("i18n", StringComparison.InvariantCultureIgnoreCase)) + entryName = Path.Combine("i18n", entryName); + + // add to zip + using (Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read)) + using (Stream fileStreamInZip = archive.CreateEntry(entryName).Open()) + { + fileStream.CopyTo(fileStreamInZip); + } + } + } + + return true; + } + catch (Exception ex) + { + Log.LogErrorFromException(ex); + return false; + } + } + + /// Get a semantic version from the mod manifest (if available). + public string GetManifestVersion() + { + // Get the file JSON string + string json = ""; + foreach(ITaskItem file in Files) + { + if(Path.GetFileName(file.ItemSpec).ToLower() != "manifest.json") + continue; + json = File.ReadAllText(file.ItemSpec); + break; + } + + // Serialize the manifest json into a data object, then get a version object from that. + IDictionary data = (IDictionary)new JavaScriptSerializer().DeserializeObject(json); + IDictionary version = (IDictionary)data["Version"]; + + // Store our version numbers for ease of use + int major = (int)version["MajorVersion"]; + int minor = (int)version["MinorVersion"]; + int patch = (int)version["PatchVersion"]; + + return String.Format("{0}.{1}.{2}", major, minor, patch); + } + } + ]]> + + + + + + + + + + + + + + + + $(HOME)/GOG Games/Stardew Valley/game + $(HOME)/.local/share/Steam/steamapps/common/Stardew Valley + + + /Applications/Stardew Valley.app/Contents/MacOS + $(HOME)/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS + + + + + C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley + C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley + $([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\GOG.com\Games\1453375253', 'PATH', null, RegistryView.Registry32)) + $([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150', 'InstallLocation', null, RegistryView.Registry64, RegistryView.Registry32)) + + + + + + + + + + + + false + + + false + + + false + + + false + + + $(GamePath)\Stardew Valley.exe + false + + + $(GamePath)\StardewModdingAPI.exe + false + + + $(GamePath)\xTile.dll + false + False + + + + + + Program + $(GamePath)\StardewModdingAPI.exe + $(GamePath) + + + + + + + $(GamePath)\MonoGame.Framework.dll + false + False + + + $(GamePath)\StardewValley.exe + false + + + $(GamePath)\StardewModdingAPI.exe + false + + + $(GamePath)\xTile.dll + false + + + + + + + + + + + + + + + + + + + + + + + + $(GamePath)\Mods\$(DeployModFolderName) + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/src/StardewModdingAPI.ModBuildConfig/package.nuspec b/src/StardewModdingAPI.ModBuildConfig/package.nuspec new file mode 100644 index 00000000..b8e96481 --- /dev/null +++ b/src/StardewModdingAPI.ModBuildConfig/package.nuspec @@ -0,0 +1,22 @@ + + + + Pathoschild.Stardew.ModBuildConfig + 1.7.1 + MSBuild config for Stardew Valley mods + Pathoschild + Pathoschild + false + https://github.com/Pathoschild/Stardew.ModBuildConfig/blob/1.7.1/LICENSE.txt + https://github.com/Pathoschild/Stardew.ModBuildConfig#readme + https://raw.githubusercontent.com/Pathoschild/Stardew.ModBuildConfig/1.7.1/assets/nuget-icon.png + Automates the build configuration for crossplatform Stardew Valley SMAPI mods. + + 1.7 added an option to create release zips on build and added a reference to XNA's XACT library for audio-related mods. + 1.7.1 fixed an issue where i18n folders were flattened, and ensures that the manifest/i18n files in the project take precedence over those in the build output if both are present. + + + + + + diff --git a/src/StardewModdingAPI.ModBuildConfig/release-notes.md b/src/StardewModdingAPI.ModBuildConfig/release-notes.md new file mode 100644 index 00000000..ff2734f8 --- /dev/null +++ b/src/StardewModdingAPI.ModBuildConfig/release-notes.md @@ -0,0 +1,28 @@ +## Release notes +### 1.6 +* Added support for deploying mod files into `Mods` automatically. +* Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI. + +### 1.5 +* Added support for setting a custom game path globally. +* Added default GOG path on Mac. + +### 1.4 +* Fixed detection of non-default game paths on 32-bit Windows. +* Removed support for SilVerPLuM (discontinued). +* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms mods automatically). + +### 1.3 +* Added support for non-default game paths on Windows. + +### 1.2 +* Exclude game binaries from mod build output. + +### 1.1 +* Added support for overriding the target platform. + +### 1.0 +* Initial release. +* Added support for detecting the game path automatically. +* Added support for injecting XNA/MonoGame references automatically based on the OS. +* Added support for mod builders like SilVerPLuM. -- cgit